HEAD OF DEVELOPMENT
The Haunted: Hells Reach
I have always been a big fan of this game. On my own, I started researching how its systems and maps worked (since the game includes a public editor that allows players to make their own changes). By the time I joined the company, I already had prior knowledge of how things worked, but my first mission was to finish a map made by other developers who couldn’t complete it at the time: Castle.
The level design was already done, I had to populate the level with the game’s assets and bring it to life by setting up all the gameplay. I also took the opportunity to fix general bugs in the game (issues that had always bothered me as a fan). After several rounds of testing with my QA team, the map was released as the first DLC for the game.
Thanks to the performance of DLC 1, I became Head of Development, and we decided to take updates a step further. I completed the implementation of split-screen, added new achievements, introduced more video settings, fixed long-standing bugs, added new language options (Portuguese) with help from the community, created a new map (The Fog), and launched the new HARDCORE mode for experienced players (with its own achievements).
To wrap up The Haunted, we released new weapons and a new map, Santa Town, as free content. This map includes a special random event where the player can choose whether or not to accept a mission, completing it rewards the player with a prize.
After that, a new stage of the project began: the game’s remaster in Unreal Engine 5 (originally planned for UE4, but we decided to move to UE5). I used UE5 to create various promotional cinematics and we began development. Unfortunately, some time later, the project was cancelled.